Code Type:

  • NC = No Credit
  • EL = Elective
  • G = Grad. Requirement
  • GC = Computer
  • GD = Second Language
  • GE = Social Studies
  • GF = Fine Arts
  • GG = US Government
  • GH = Health
  • GL = Language Arts
  • GM = Mathematics
  • GP = Physical Education
  • GS = Science
  • GU = US History
  • GV = Careers
  • MS = Middle School
  • SE = Special Education
  • AP = Advanced Placement
  • G-CTE = Career
  • G-CTE/c = Career (c)
  • NC = No Credit
  • RP = Repeat Course
  • REG = Regular Course/Credit
  • W = Weighted
  • MC2 = Multiple Credit 2
  • MC3 = Multiple Credit 3
  • MS = Middle School
  • ES = Elementary School

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CTI401: Gaming Tech I (2014-2015)

CURRICULUM PROGRAM: Career and Technical Education
COURSE TITLE: Gaming Technology I
CALENDAR YEAR: 2014-2015

Major Concepts/Content: The Gaming Technology I course teaches high school students the concepts and requirements for intermediate development of computer games. Students progress at their own pace while studying and performing tasks independently and in small groups. Lessons are delivered in an atmosphere of differentiated learning using hands-on activities. Learning is supplemented with demonstrations, lectures, and guest visits which supplement the concepts and application of gaming technologies. Students will gain first-hand knowledge by creating games that tie directly to the industry. Students will be introduced to and evaluated on all thirteen (13) DoDEA workplace readiness skills as they progress through this class.

Major Instructional Activities: Within the parameters of this course student will be working in a cross curricular environment; performing and fine arts, computer programming, science, math, interactive multimedia, animation, technical writing, and audio engineering. Student centered learning will include problem solving, critical thinking, research, cooperative learning, through project based learning activities. It allows individual and group designed projects, software skill development, and culminates with a capstone project. The capstone project will be designed to simulate the industry work place by requiring the students to work in a team with a client and design a real world project. The content of these two courses will support STEM and Work Place Readiness Skills.

Major Evaluative Techniques: Students will demonstrate their knowledge through tests, hands-on demonstrations, technical reports, and projects.

CT1401: Gaming Technology I Course Description
CT1401: Gaming Technology I Student Competencies Record

Course Objectives: Upon completion of this course, students will: 1. Course Requirements and Student Expectations: a. Demonstrate DoDEA's Workplace Readiness Skills in course activities. b. Student will discuss and sign a computer usage agreement. c. Students will demonstrate appropriate behaviors and safe practices in a computer lab. d. Identify Internet safety issues and procedures for complying with acceptable use standards. 2. Fundamentals of the computer game industry a. Student will apply STEM to real world gaming scenarios. b. Student will explain the history of the gaming technology and it's impact on society. c. Identify issues relating to this field of study that affect the individual, society and local and global communities. d. Student will identify the social and ethical impact of the gaming technology. e. Student will identify key principals in gaming industry. 3. Introduction to Computer Game Design, Game Engines and Graphical User Interface (GUI) a. Student will successfully identify computer requirements for game engine software. b. Students will identify and differentiate between different types of game engines and the types of games created using that engine. c. Student will demonstrate proper use of the game engine interfaces and menus to be used in their project. d. Student will create and maintain file structures used throughout the game production process. 4. Creating Objects, Materials and Textures - Production a. Student will create Objects and demonstrate how to apply Materials and Textures. b. Student will demonstrate how Objects, Materials and Textures interact within the game environment. 5. Utilizing Objects, Collisions and Actions a. Student will create Collisions and Actions and apply them to an Object. b. Student will explain how Objects, Collisions and Actions interact within the game environment. 6. Introducing and Creating Animations and Armatures a. Student will create Animations using Armatures within the parameters of the game engine. b. Student will explain how Animations and Armatures interact within the game environment. 7. Introducing Sounds and Music a. Student will learn to insert Sounds and Music in their project. b. Student will explain how Sounds and Music affect their project 8. Introduction to Expressions and Variables a. Student will create Expressions and Variables within the parameters of the game engine to be used in their project. b. Student will demonstrate the use of Expressions and Variables within a computer game. c. Student will explain how Expressions and Variables interact within the game environment. 9. Pre-Production for Final Project a. Student will create a game story to be used as their project. b. Student will develop characters to be used in their first game. c. Student will develop storyboard to be used in their first game. d. Student will develop rules and regulations to be used in their first game. e. Student will develop the navigation process to be used in their first game. f. Student will develop world environment to be used in their first game. 10. Production for Final Project a. Students will create a computer game using all pre-production elements and design features. 11. Post-Production for Final Project a. Student will use peer to peer critique form to identify/recommend changes. b. Student will modify/address recommendations provided by the peer critique form. 12. Introduction to Game Distribution a. Students will identify their target audience. b. Students will identify how the game will be distributed. c. Students will create an advertisement campaign for game distribution. d. Students will identify the online gaming market that supports their product.

Course Notes: For Pilot Schools ONLY (Kinnick, Kubasaki, AFNORTH, Alconbury, Ansbach, Kaiserslautern, Ramstein Baumholder HS, SHAPE, W.T. Sampson, Antillies HS, Fort Campbell HS, Quantico HS, Lejeune HS ). Credit-computer or careers